Lara's Obsession I - The Red Snow Palace

- Release date
- 06-Oct-2002
- File size
- 19 MB
- Class
- Cold/Snowy
- Engine
- TR4
- Duration
- medium
- Difficulty
- medium
Review scores
Read the comments ↓| Reviewer | Gameplay & Puzzles | Enemies, Objects & Secrets | Atmosphere, Sound & Cameras | Lighting & Textures |
|---|---|---|---|---|
| Akcy ↓ | 7 | 7 | 9 | 8 |
| Dimpfelmoser ↓ | 7 | 7 | 7 | 7 |
| Dougsan ↓ | 6 | 5 | 7 | 7 |
| Engelchen Lara ↓ | 8 | 7 | 8 | 7 |
| eRIC ↓ | 8 | 7 | 7 | 7 |
| eTux ↓ | 6 | 7 | 7 | 6 |
| G.Croft ↓ | 6 | 6 | 8 | 8 |
| Gerty ↓ | 6 | 6 | 7 | 7 |
| Jay ↓ | 8 | 8 | 8 | 8 |
| Jose ↓ | 7 | 8 | 7 | 8 |
| Josi ↓ | 8 | 7 | 8 | 8 |
| Kristina ↓ | 8 | 8 | 8 | 9 |
| MichaelP ↓ | 7 | 7 | 7 | 8 |
| Momster ↓ | 7 | 8 | 8 | 9 |
| Mulf ↓ | 6 | 5 | 7 | 6 |
| Necro ↓ | 9 | 8 | 8 | 7 |
| Orbit Dream ↓ | 8 | 7 | 8 | 7 |
| Phil ↓ | 8 | 8 | 8 | 9 |
| RaiderGirl ↓ | 8 | 7 | 8 | 8 |
| Ryan ↓ | 7 | 8 | 8 | 7 |
| Sash ↓ | 5 | 7 | 6 | 6 |
| Sherry ↓ | 8 | 8 | 9 | 9 |
| The Aussie Adventurer ↓ | 7 | 6 | 8 | 7 |
| Torry ↓ | 7 | 6 | 8 | 7 |
| Treeble ↓ | 8 | 7 | 7 | 7 |
| Category averages (25 reviews) | 7.20 | 7.00 | 7.64 | 7.48 |
On the other hand, the builder went to the length of creating a custom texture with tyre tracks to indicate the path by which Lara arrived in this place, so it's a shame that when it comes to other aspects of design in the initial area, he didn't really apply himself. The outside rooms are full of stretched or otherwise carelessly applied textures and nasty cracks, thus leaving not the best first impression. However, both texturing and lighting improve markedly as the level progresses (at least when it comes to interiors; exteriors continue to look rather meh). On occasion the place even looks plausibly dilapidated, as when you reach an underwater gate that will remain closed but can be bypassed through a broken part of the wall next to it, or eTux's - steep pillar' (a toppled pillar that leans against another at a 45° angle - creating an illegal slope, but it's obvious you're not meant to go there).
Commendably, the builder sometimes breaks up symmetries in this manner. Sadly, he's inconsistent with it. The gameplay, which is otherwise fast-paced and fluent, suffers from a sagging middle section featuring what promises to be an - elemental' challenge but which turns out to consist merely in the repetitive task of pulling four levers at the bottom of four identical shafts, arranged (needless to say) symmetrically. This is preceded by a triple rope swing of the frustrating kind. You can jump directly from the first to the third, so the second rope may have been intended to serve merely as a decoy; but either way, you'll have to line up a diagonal jump from rope to rope. You may remember from a similar task in the original "Catacombs" level that as long as you're swinging, it looks as though you're about to miss by a wide margin, and you'll know you've lined up your jump correctly only when you eventually hit the mark.
Gameplay picks itself up after this stumble, though, and gets back on track with more platforming, traps and enemy encounters; flipmaps are used to good effect on two occasions, and in one instance the builder employs sound effects to transform simple trigger tiles into proper trigger pads. If you get stuck in an illegal slope off the intended route early in the game, you may take this as an indication that this adventure is not going to be exploration-based. The path you're supposed to take around the initial ice canyon is straightforward, and this goes for the rest of the game as well. However, if you take the cue too seriously and don't explore at all, you'll find only one curiously obvious secret. The game proved to be longer than I expected, but gameplay is fluent, flagging only temporarily in the middle section. At the end, you return with your prize (half an Eye of Horus) to the place where you began your journey; red snow was nowhere to be seen, but otherwise I wasn't disappointed." - Mulf